BOSS Guide to Storm Spirit - Page 3
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Diks
Belgium1880 Posts
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Minastir
Finland62 Posts
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Enzymatic
Canada1301 Posts
On August 09 2012 11:59 FinestHour wrote: Entertaining but there are a lot of things that are glaringly bad -As people said, maxing remnant before overload is laughable and plain wrong. -Bottle is an extremely core item on storm and you make no mention about it, or how he interacts with regen rune. Seeing as how your videos are tailored towards low level/ new players, you definitely should have talked about that. -For the storm combo, you do not mention that you can get an auto attack off before you grip them. This is important because this lets you proc overload three times, which is why you max overload as it will always do more damage then remnant. -In the teamfight section, you make a big point of making it seem like storm has to wait for the fight to start before you go in, as you demonstrate in the footage of you fighting. This is wrong, storm is one of the best heros to start fights with. Always. People already mentioned the better items so i wont repeat it. You directly contradict your own points when you say "Seeing as how your videos are tailored towards low level/ new players..." Exactly. As you said.. These guides are for newer, less advanced players.. So talking about how you can pop regen rune and then spam the ultimate and regen back to full mana would just be cluttering the guide to be honest. Guides intended for less advanced players are best kept simple, and to-the-point (to avoid confusing people). Also.. Initiating fights on Storm is really situational and boils down to what your team comp is, and whether or not you have BKB. More often than not.. It is not a good idea to initiate on Storm.. But to rather ult into a team fight already started on your high-priority target of choice on the other team, and basically take them out of it. Storm is squishy.. Ulting in and then getting burst down without BKB is just dumb. | ||
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Silho
Brazil32 Posts
What about maxing overload before every other skill? Skill build would be something like this: 1 remnant, 2 pull, 3-5 overload, 6 ulti, 7 overload, max pull, max remnant. I do that every game I play storm, because I find that 70 damage as opposed to 30 by every spell you cast can lead to way, waaaay more dps in early/mid game ganks. You would, preferrably, have overload ready from one remnant you cast in your base or w/e... then you tp in, attack, ulti, attack, remnant, attack, pull, attack... thats already 360 damage only from overload... and if the target ever flees, you can ulti in ~300 range, attack, repeat if needed... every small jump from the ulti you do is another 90 magical damage and a slow. What do you guys think about it? | ||
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Aiurr
Poland80 Posts
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TheYango
United States47024 Posts
On September 01 2012 21:28 Silho wrote: I have a question... which is not directly related to the video, but: What about maxing overload before every other skill? Skill build would be something like this: 1 remnant, 2 pull, 3-5 overload, 6 ulti, 7 overload, max pull, max remnant. I do that every game I play storm, because I find that 70 damage as opposed to 30 by every spell you cast can lead to way, waaaay more dps in early/mid game ganks. You would, preferrably, have overload ready from one remnant you cast in your base or w/e... then you tp in, attack, ulti, attack, remnant, attack, pull, attack... thats already 360 damage only from overload... and if the target ever flees, you can ulti in ~300 range, attack, repeat if needed... every small jump from the ulti you do is another 90 magical damage and a slow. What do you guys think about it? You're not wrong that Overload-first deals more damage in ganks (it's also much stronger in lane), but that's not why people max Remnant. You do 3 Vortex->max Remnant first for vastly superior pushing/farming power. "But I'm a 2nd position ganker/semi-carry. Why would I trade ganking power for better ability to farm?" Because your ability to push/farm is integrally related to your ganks. If you can push faster, it means you lose less creeps by being away from the lane ganking. It also means you have better rune control, and your opponent cannot respond as readily to your ganks, because if creeps are pushing into his tower, he loses gold/XP by leaving to respond to your ganks, and his tower takes damage while he's gone. Additionally, being able to push faster with high-ranked Remnant, allows you to force the enemies that you've killed in ganks to lose more XP, and you can put more damage on their sidelane towers. This is all in addition to the fact that you farm faster overall. This is not to say that Overload-max is wrong, or that 3 Vortex->Remnant is always better. There are distinct advantages to Overload that makes it desirable for certain games (430 used Overload-first in 1 game at the International, for example). But it's important to understand WHY people go 3 Vortex->Remnant, and what the advantages are to each build so that in a game you can correctly select the appropriate one. This said, if you're maxing Overload, don't get Vortex at 2. Rank 1 Vortex does nothing at level 2--you should be getting it at level 4 because higher ranks of Overload are much stronger in lane, | ||
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